This mod does not have any known dependencies other than the base game.

Mods requiring this file

Credits and distribution permission

Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources

Upload permissionYou are not allowed to upload this file to other sites under any circumstances

Modification permissionYou must get permission from me before you are allowed to modify my files to improve it

Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances

Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me

Asset use permission in mods/files that are being soldYou are allowed to use the assets in this file in mods/files that are being sold, for money, on Steam Workshop or other platforms

Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets

Author notes

Do not redistribute or modify this mod without my permission. If you need this mod to do something more, contact me about it.

File credits

My thanks goes to:

God for creating us all.

Bethesda for creating Oblivion.

TESNexus.com for the a one-stop-shop resource for authors and players.

LHammonds for the Readme Generator this readme was based on.

Donation Points system

This mod is opted-in to receive Donation Points

Changelogs

Version 1.001

2019/02/16

Reworked the blank Global Variables to provide a way for a mod to get Plugin Resource's version (XJPRaVersionVar will contain the version number as displayed in the documentation).

Added a function that can remove every single item from a container's inventory (zzzzXJPRRemoveAllItemsFromPlayerFunctionScript).

Added a container (XjPRTempSafeTransferContainer) that can be used for temporary item storage (particularly useful for preventing duplicated items: https://cs.elderscrolls.com/index.php?title=Common_Mistakes#Avoid_Using_DuplicateAllItems_on_a_Companion )

Fixed the blank NPC records to no longer create a dirty edit in some circumstances.

Modders:All you have to do is replace any new records in your mod with blank records created by "Plugin Resources.esm". If you ensure that every new record created by your mod uses a record provided by "Plugin Resources.esm", this will allow your mod to be merged into the Bashed Patch.

What are the Rules?

You can only use records from my ESM that you have already claimed. The reason for this is so that you don't use a record that someone else is using in their mod, which would cause overwrites and conflicts if an end-user had both mods installed.

Your finished mod must be mergeable in Wrye Bash. If it isn't, you are simply making your mod dependent on mine for no good reason. Additionally, you're wasting blank records and wasting my time as a result.

How do I claim a record for my mod?

Each listed record type below has a link to a wiki page on both SourceForge and Github. The wiki page you visit will have a list of records present in "Plugin Resources.esm" and whether or not they are available. To assign a record to your mod, simply edit the wiki page so that the needed records are listed as being used by your mod. It would also be appreciated if you inform me that you are claiming records. I would also appreciate it if you could edit both wikis to reflect your claimed records but I can do so otherwise.

Do I need another online account to claim a record?

You will need either a SourceForge or Github account to edit the pages on the respective wikis. Both are free and easy to create. Personally, I slightly prefer SourceForge's wikis to Github's but it's entirely up to you.

Once I've claimed a record, how exactly do I use it?

The procedure I recommend is to create your mod as you normally do until you are ready to upload it somewhere. Once you are ready, figure out how many and what new records your mod has created then claim those records. After that, open your mod and Plugin Resources in TES4Edit then modify the FormIDs of your mod's new records to the FormIDs of the records you claimed. You will then need to recompile any scripts in your mod that reference any of these new records.

At the moment, you can use the following records in the ESM without any problems:

There are none available by default in the ESM. These have to be specifically requested. The reason is because after you create a new cell, you will have to place some objects in the cell. The problem with doing this is that each object placement is regarded by Wrye Bash as a new reference record and will refuse to merge it into the Bashed Patch. The solution then is to request a new cell and state how many objects you intend to place into the cell. I will then create a new cell with the required number of placeholder references which you then use the CS's Search and Replace function on.

Cell edits can only be merged into the Bashed Patch if CBash is enabled. It is still a beta and thus disabled by default.

The following are not provided and won't be until the issues noted are resolved:Birthsign

All blank Birthsigns created by my ESM will appear in the Birth signs menu when the player is creating their new character. I will not create blank Birthsign records unless there is a way to hide them.

Game Setting

The game won't recognize any new settings created by my ESM unless someone modifies Oblivion's EXE to recognize them. I am willing to create blank records if someone is willing to do that modification. Additionally, settings changes can only be merged into the Bashed Patch if CBash is enabled.

Idle Animation

Still need to properly research the possibility of making this work but I'm not very hopeful.

Region

Only really useful in conjunction with new worldspaces, which I'm not currently willing to support for reasons mentioned below.

Skill

The game won't recognise any new skills created by my ESM unless someone modifies Oblivion's EXE to recognise them. I am willing to create blank records if someone is willing to do that modification.

Worldspace

World space edits are only mergeable if CBash is enabled. Also, any new objects placed in the world space is a new reference, so I would have to custom create blank world spaces with reference placeholders. Finally, due to the way worldspaces are handled in Oblivion, there might be the possibility of oversights or game bugs that would make a mergeable mod with worldspaces impossible. I'm not currently willing to put in the work required to make this work but I might reconsider this depending on how big your requested worldspace is. If I do change my mind, it will be the same arrangement as Cell records, only provided on request.

What if I'm trying to claim a record at the same time as someone else?

Whoever gets their edit in first gets the record.

What if there aren't enough available records for my mod?

Simply send me a message requesting some more and I will release an updated ESM with more blank records.